Chemist: Difference between revisions

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Added tips from Awesome Misc Stuff. They are extremely outdated and it sucks.
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imported>Kingofkosmos
m (Added tips from Awesome Misc Stuff. They are extremely outdated and it sucks.)
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* Cryoxadone
* Cryoxadone
* Clonexadone
* Clonexadone
==Tips==
* The effects of chloral don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. Anti-toxin completely negates chloral, however.
* The effects of different chemicals stack, meaning if you inject someone with a 50/50 kelo/derma they'll heal almost twice as fast, add a bit of tricord to other chemicals and it’s no longer as useless.
* Stimulants will wake you up from an overdose of chloral.
* The Science Goggles in chemistry act as beakers.
* If you are planning to make a medicine that has tricord and doc's delight, if you use the DD made by the bartender, proportions will fuck up. If you drop 10 tricord and 10 DD you get 13 tricord and 7 DD. Instead, if you use the DD you get from grinding Syndicakes, proportion will remain. You drop 10 and 10, you get 10 and 10.
* Also, 1 pill with 10 Derma, 10 Tricord, 10 Bicard, 10 Dex+ and 10 DD will keep you alive in a raging fire or in space for a good amount of time (10 seconds completely unharmed).
* Ryetalyn-loaded syringe guns, use them to instantly shut down hulks.
* Don't waste your Dexalin Plus, just do 1u of Dex Plus and whatever amount of Inaprov. It's the same effect as just Dexalin Plus.
* If you're going to be in chemistry and have five minutes, I find it's often easiest to just create a couple of 10/10/10/10/5/5 tri/dex+/bic/derm/antitox/hyperzine pills. Sure it's a bit more effort, but they'll work in nearly all situations, and are great at popping people out of crit, and getting them moving again. For a more combat based one, you can always scale down on the antitox and put in synaptizine too. If you can get DD, you can put that in 10 of that instead of the hyperzine and 5 of the dex+. Only issue is that they are a bit of effort to make and that people will never actually use them unless you falsely label them as tricordrazine pills or whatever.
* You can grind up the Dexalinpills for an easy thirty units to fix up more cryoxadone without using plasma. Just snag a blue first aid kit out of an oxygen closet.
* Most people know that you can insert a beaker of chemicals into medical robots, but this doesn't seem to be used much. Try getting creative with it - dangerous chemical combinations, such as chloral hydrate, impedrezine and lexorin can turn a medical robot toggled back on at the right time into a somewhat subtle, hard-to-stop-without-access death dealer, whereas those of you with a heart may want to put in an improved mixture of healing chemicals, such as bicard-tricord-derma-antitox-dexalin plus.
* Make ryet/bicard/dermaline mix, load Medibot with mix, set to 5 damage inject threshold, 5 units. Geneticist finally gets hulk. Steps out to go on a rampage. "Hey you! You're injured" He loses hulk. Good against hulk but bad when you need to spacewalk and their kindness is going to remove this ability from you.
* 1u pills of vaccines work. More than one virus released? Mix two vaccinations together and make the 1u pills. cure 30 people with one batch.
** You can stretch that even further by just dilluting the vaccines. Inject 5 units into an empty beaker and top it off with water, you now have 10 injections with 0.5 units of vaccine each that still cure perfectly well. Unfortunately, dilluting it again to achieve 0.05 unit injections is not enough to cure anymore, or at least it wasn't when I last tried.
** Similarly, you can dillute the virion cultures you have, and end up with 0.5 unit injections of infected blood that still guarantee infection. Injecting this into a glass of water causes it to remain a glass of water, only dangerous, which you can then feed to people to easily infect them after they slip for a second or so. Strangely enough the added dillution for this case doesn't seem to affect the infection chance.
** In contrary to this: you can't dillute virus food / mutagen / plasma / synaptizine to stretch their usage. It's hardcoded to require 5 units for a reaction, so you gotta bug the chemist a bit more.
*A quick way to make clonex and dex plus in one swoop is:
# Grind a dexalin pill, giving 30 dexalin
# Add 10 carbon and iron, 20 water and oxygen
# Make dex plus bottle and one cryoxadone bottle, keep 30 cryoxadone in the beaker
# Add 30 sodium
# Put the beaker into the grinder, add plasma, and grind
# Results in: a bottle of dex plus and cryoxadone, 2 bottles of clonexadone.
# Takes about a minute and I always found it a hassle to mix clonex (put plasma in, plasma out, plasma in, plasma out...)
* Medbay sabotaged? Need to save those patients but no cryo tubes? Inject them with cryox/cloneox and stick them under a wrenched shower. It will actually cool them off enough for the meds to work.
* Also, 10u mixtures of cryox/cloneox/bicarid/derma/DD is robust as fuck in the tubes.
* Desperate for precious plasma? Miners absent, slimes dead, chemistry being stingy? Take apart an r-wall and grind it! Not like the gateway room is using those things, anyway. Two sheets of plasteel are worth forty liquid units.
* Spessmen process reagents (like drugs) 0.4 units per tick, with different chems being processed in parallel.
** The chemical reagent cap is 1000. Tricordizine 500 and synaptizine 500 in your system at start of round (TRICORD FIRST) and you’re a walking ling. Take them in pills, in 5 minutes you can get both of them if you use both chem dispensers. By default, chemicals will be consumed at 0.4 units EACH per tick. So the above example of synaptizine + tricord is 500 / 0.4 * 1.8, giving 2,250 seconds, or 37.5 minutes.
* ChemMasters, and the chef's condiment thing, work on Star-Kist and other drinks. Also glasses and bottles.
* Chemists have what may be the easiest access to space in the game: Make large amounts of Lepo-razine - Copper, Silicon and a 5u plasma catalyst. Then make a bunch of doctor's delight (it's easy to get ingredients from the bartender, they're usually more than happy to trade for some tricord). You can find the red spacesuit pretty quickly on the derelict or mining station too.
* You can navigate space without a suit or internals. Just pack a ton of dexalin+, leporazine, and DD in several pills.
* Pill bottles work like mining satchels and plant bags. So you can just click a pile of pills and they will all go in. ADDED: More pill bottle stuff: you can insert it directly into the chem dispenser to use it from there.
* You can inject cigarettes/cigars with 15u of chemicals to provide a steady dose while it's lit. A cigar will hold more, 30u IIRC. A cigar full of Synaptizine and Bicard or tricord makes for a pretty robust dude.
* You can inject 15 units of welder fuel into a cigarette (or dip the cig in it) and it will explode once you light it, playing the explosion sound and everything (it doesn't hurt you or anything). Hilarious when you start blowing up a whole packet and people can't understand what the hell is going. Lighting a cigarette with only 5 or 10 units in it will only produce sparks.
* Inject your cigarette with space drugs. Smoke the reefer.
* Chemist labcoats can hold large beakers.
* A bluespace beaker water-potassium grenade will hit bombcap, detonates instantly instead of waiting for atmospherics processing, can't be disarmed, and is incredibly easy to hide.
* Note that as a result of human reagent cap being 1000, drinking tons and tons of water, say from a botany water backpack, will make you immune to parapets and syringe guns. You have to constantly keep drinking to be "immune" from them, though. And gotta chug at least 15 units of water every single minute to stay hydrated.
# Be Chemist
# Make a SHIT ton of dexalin. Eat a SHIT ton of your pills. Make more pills.
# Now suicide.
# Your a walking zombie. If the dexalin runs out, you start to die FAST.
# My favorite thing to do, is to become a dexalin zombie and then lie down somewhere in the hallway and when people try to loot you, jump and yell "BOO".
===Tips for Traitoring===
*A mixture that's four times as lethal as Cyanide:
:Five units of the following in one pill (damage of each roughly):
:* Plasma (~40 toxin damage)
:* Sulphuric acid (~13 toxin damage, ~5 brute damage)
:* Polytrinic acid (~26 toxin damage, ~10 brute damage)
:* Chlorine (~15 brute damage)
:* Thermite (~15 burn damage)
:* Lexorin (~40 oxygen damage, 5~ brute damage)
:* Plant-B-Gone (~15 toxin damage)
:* Welding fuel (~15 toxin damage)
:* Toxin (~19 toxin damage)
:* Arithrazine (~3 brute damage)
* Beepsky Smash inside of a Hypospray or syringe gun is very powerful. Beepsky Smash paralyzes when you hit someone. You can get bar access pretty easily as chemist/CMO by telling the HoP you want doctors delight ingredients. Beepsky Smash knocks the victim down again if someone tries to shake them back up. 5 units in an eyedropper lasts about as long as the ole parasting did, and it's even better in a syringe gun where one shot means they can't move. A 50 unit pill of Beepsky Smash is something to be terrified of.
* A polyacid/sulphuric acid mix shot from a spray bottle does not do any more damage than just straight polyacid. Likewise, a 5 unit spritz hurts just as much as a 10 unit spritz.
* If you inject chemicals into someone and gib them, their meat will inherit a portion of that chemical. Parapen someone, grind them into meat, grind that meat with your grinder, make a condiment bottle of zombie powder, squirt that into people's eyes with an eyedropper..... Always remember to recycle, folks.
* 15u of Plasma is a lethal dose. Meaning a single syringe gunshot and the target will die without anti-tox treatment. You'll be dead within 30 seconds with 15u of plasma.
* If you buddy up with a botanist and make them tons of mutagen, they can get you koibeans, which contain carpotoxin. this lets you make zombie powder, which is literally parapen juice.
* Mix a grenade using one bottle with 20 Polytrinic Acid and 10 Potassium and the other bottle with 10 Phosphorous and 10 Sugar to make a polyacid smoke grenade which makes acid melt anyone nearby. Staying in the smoke the entire time knocks anyone inside to critical.
*Poly Acid will melt shit down. Remove all evidence.
* You're able to fill eggs with chemicals and throw it at people and apply the chemicals effect to them. It is much more effective then a syringe since you can fill an egg with 48u, you don't carry a weapon that could warn your enemy and it looks so harmless and innocent.
* Plasma smoke reactions are stupidly robust.
** Even 5 units are enough to flood a much larger area than what you get when you release a plasma canister in the hallways. Better yet, the plasma is so damn cold that it will keep expanding by cooling down the air nearby. Even internals won't protect you as it's so cold that you'll die from it.
** It's so good, releasing a single grenade in the huge metastation escape shuttle is enough to kill everyone inside without a firesuit. Actually, sometimes you even die with a firesuit if you put enough plasma in the grenade. And that is without even igniting it, purely from the freezing cold gas.
* Sprayed poly acid melts bullets.


==Chemical-X==
==Chemical-X==
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